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Saga Edition RPG Omnibus

Crime Lord (prestige class): Difference between revisions

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{{DISPLAYTITLE:Crime Lord}}
{{DISPLAYTITLE:Crime Lord}}<!--
{{Reference
 
-->{{Reference
|title1=Crime Lord
|title1=Crime Lord
|found_in = [[Saga Edition Core Rulebook]] pg 209
|found_in = [[Saga Edition Core Rulebook]] pg 209
|image1 = Swse class crime lord.jpg
|image1 = Swse class crime lord.jpg
}}
}}<!--
<div>
 
<h2 class="headline">Crime Lords at Large</h2>
--><div id="atlarge" class="topdiv"><!--
<p class="single nomargin">Few societies manage to eradicate crime altogether. In the underworld, The always rises to the top, either through vision, organization, or sheer intimidation. The life of a crime lord isn&rsquo;t for the timid. After conquering an unseen empire, the crime lord wages a daily struggle not only to stay on top but also to stay alive.{{newline}}Of course, not every crime lord is bent on corrupting society and making a profit. Some use their criminal connections to wage lucrative guerilla wars against tyrants and despots. Indeed, some of the lesser-known heroes Rebellion began as smugglers or pirates, and eventually rose through the ranks of their organization to provide a more noble direction for their groups&rsquo; activities Although some did so to remove an obstacle to making more money, others recognized that ridding the galaxy of the Empire&rsquo;s evil a more important long-term goal.{{newline}}Problematically, crime lords are notoriously bad at cooperating with one another. The head of any given criminal empire has as much to fear from a gang war as he does from internal dissent and ambitious underlings. Even those with altruistic intentions sometimes learn the hard way that their troops are more interested in gaining power and wealth than saving the galaxy from greater evils.</p></div>
 
--><h2 class="headline">Crime Lords at Large</h2><!--
 
--><p class="single nomargin">Few societies manage to eradicate crime altogether. In the underworld, The always rises to the top, either through vision, organization, or sheer intimidation. The life of a crime lord isn&rsquo;t for the timid. After conquering an unseen empire, the crime lord wages a daily struggle not only to stay on top but also to stay alive.</p><!--
 
--><p class="single nomargin">{{indent}}Of course, not every crime lord is bent on corrupting society and making a profit. Some use their criminal connections to wage lucrative guerilla wars against tyrants and despots. Indeed, some of the lesser-known heroes Rebellion began as smugglers or pirates, and eventually rose through the ranks of their organization to provide a more noble direction for their groups&rsquo; activities Although some did so to remove an obstacle to making more money, others recognized that ridding the galaxy of the Empire&rsquo;s evil a more important long-term goal.</p><!--
 
--><p class="single nomargin">{{indent}}Problematically, crime lords are notoriously bad at cooperating with one another. The head of any given criminal empire has as much to fear from a gang war as he does from internal dissent and ambitious underlings. Even those with altruistic intentions sometimes learn the hard way that their troops are more interested in gaining power and wealth than saving the galaxy from greater evils.</p><!--
 
 
 
 
--><div id="examples" class="spacer"><!--
 
--><h3 class="headline">Examples of Crime Lords</h3><!--
 
--><p class="single nomargin">Jabba the Hutt, Prince Xizor, Talon Karrde, Ploovo Two-for-One, Davik King, G0-T0</p><!-- end h3 examples
 
 
 


<div style="margin-top: 1.5em;">
--><div id="requirements" class="spacer"><!--
<h3 class="headline">Examples of Crime Lords</h3>
<p class="single nomargin">Jabba the Hutt, Prince Xizor, Talon Karrde, Ploovo Two-for-One, Davik King, G0-T0</p></div>


<div style="margin-top: 2em;">
--><h3 class="headline">Requirements</h3><!--
<h2 class="headline">Class Rules &amp; Traits</h2>
 
--><p class="single nomargin">To qualify to become an class name, a character must fulfill the following criteria.</p><!--
 
--><ul><!--
 
--><li>'''Minimum Level&colon;''' 7th.</li><!--
 
--><li>'''Trained Skills&colon;''' [[Deception]], [[Persuasion]].</li><!--
 
--><li>'''Talents&colon;''' At least one from the [[Fortune (talent tree)|Fortune]], [[Lineage (talent tree)|Lineage]], or [[Misfortune (talent tree)|Misfortune]] [[Class_Talent_Trees|talent&nbsp;trees]].</li><!--
 
--></ul><!--
 
--></div><!-- end h3 requirements
 
--></div><!-- end h2 at large
 
 
 
 
--><div id="traits" class="spacer2"><!--
 
--><h2 class="headline">Class Rules &amp; Traits</h2>
{| class="wikitable tweek" style="width: 30%; float: right; margin: 0 0 1em .5em; font-size:small; line-height: 140%;"
{| class="wikitable tweek" style="width: 30%; float: right; margin: 0 0 1em .5em; font-size:small; line-height: 140%;"
! colspan="3" |The Crime Lord
! colspan="3" |The Crime Lord
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| style="padding: 0 .5em; background-color: #dddddd; text-align: center;" |&#43;7
| style="padding: 0 .5em; background-color: #dddddd; text-align: center;" |&#43;7
| style="padding: 0 .5em; background-color: #dddddd;" |Talent<br />Command Cover &#43;5
| style="padding: 0 .5em; background-color: #dddddd;" |Talent<br />Command Cover &#43;5
|}
|}<!--
<p class="single nomargin">Crime lords have the following traits and requirements:</p></div>
 
--><p class="single nomargin">Crime lords have the following traits.</p><!--
 
 
 
 
--><div id="hitpoints" class="spacer"><!--
 
--><h4 class="headline">Hit Points</h4><!--
 
--><p class="single nomargin">At each level, crime lords gain 1d8 [[hit&nbsp;point]]s &#43; their [[Constitution]] modifier.</p><!--
 
--></div><!-- end h3 hitpoints
 
 
 
 
--><div id="forcepoints" class="spacer"><!--
 
--><h4 class="headline">Force Points</h4><!--
 
--><p class="single nomargin">Crime lords gain a number of [[Force&nbsp;point]]s equal to 6 &#43; one-half their character level (rounded down) at 1st level and every time they gain a new level in this class. Any Force points left over from previous levels are lost.</p><!--
 
--></div><!--
 
 
 


<div style="margin-top: 1.5em;">
--><div id="defense" class="spacer"><!--
<h3 class="headline">Requirements</h3>
<p class="single nomargin">To qualify to become an crime lord, a character must fulfill the following criteria.{{newline}}'''Minimum Level:''' 7th.{{newline}}'''Trained Skills:''' [[Deception]], [[Persuasion]].{{newline}}'''Talents:''' At least one from the [[Fortune (talent tree)|Fortune]], [[Lineage (talent tree)|Lineage]], or [[Misfortune (talent tree)|Misfortune]] [[Class_Talent_Trees|talent&nbsp;trees]].</p></div>


--><h4 class="headline">Defense Bonuses</h4><!--


<div style="margin-top: 1.5em;">
--><p class="single nomargin">At 1st level, you gain a &#43;2 class bonus to your [[Reflex&nbsp;Defense]] and a &#43;4 class bonus to your [[Will&nbsp;Defense]].</p><!--
<h3 class="headline">Hit Points</h3>
<p class="single nomargin">At each level, crime lords gain 1d8 hit points &#43; their [[Constitution]] modifier.</p></div>


<div style="margin-top: 1.5em;">
--></div><!--
<h3 class="headline">Force Points</h3>
<p class="single nomargin">Crime lords gain a number of [[Force&nbsp;point]]s equal to 6 &#43; one-half their character level (rounded down) at 1st level and every time they gain a new level in this class. Any Force points left over from previous levels are lost.</p></div>


<div style="margin-top: 1.5em;">
<h3 class="headline">Defense Bonuses</h3>
<p class="single nomargin">At 1st level, you gain a &#43;2 class bonus to your [[Reflex&nbsp;Defense]] and a &#43;4 class bonus to your [[Will&nbsp;Defense]].</p></div>


<div style="margin-top: 1.5em;">
 
<h3 class="headline">Talents</h3>
 
<p class="single nomargin">At 1st level and each level thereafter, you select a talent from any of the following talent trees. You must meet the prerequisites (if any) of the chosen talent. No talent can be selected more than once unless expressly indicated. Click on the links to learn more about a given talent tree or talent.</p>
--><div id="talents" class="spacer"><!--
 
--><h4 class="headline">Talents</h4><!--
 
--><p class="single nomargin">At 1st level and each level thereafter, you select a talent from any of the following talent trees. You must meet the prerequisites (if any) of the chosen talent. No talent can be selected more than once unless expressly indicated. Click on the links to learn more about a given talent tree or talent.</p><!--
 
-->
{{Tree-tablestart}}
{{Tree-tablestart}}
{{Tree-infamy}}
{{Tree-infamy}}
{{Tree-influence}}
{{Tree-influence}}
{{Tree-mastermind}}
{{Tree-mastermind}}
{{Tree-tableend}}
{{Tree-tableend}}<!--
 
--></div><!--
 
 
 
 
--><div id="command" class="spacer"><!--
 
--><h4 class="headline">Command Cover</h4><!--
 
--><p class="single nomargin">Starting at 2nd level, a crime lord can use their allies to shield them from harm. You can gain a &#43;1 cover bonus to your Reflex Defense for each ally that is adjacent to you, up to a maximum bonus equal to one-half your class Level (maximum &#43;5 at 10th level).</p><!--
 
--></div><!--
 
--></div><!-- end h2 traits
 
 


<div style="margin-top: 1.5em;">
<h3 class="headline">Command Cover</h3>
<p class="single nomargin">Starting at 2nd level, a crime lord can use their allies to shield them from harm. You can gain a &#43;1 cover bonus to your Reflex Defense for each ally that is adjacent to you, up to a maximum bonus equal to one-half your class Level (maximum &#43;5 at 10th level).</p></div>


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Latest revision as of 22:23, 19 July 2025

Crime Lords at Large

Few societies manage to eradicate crime altogether. In the underworld, The always rises to the top, either through vision, organization, or sheer intimidation. The life of a crime lord isn’t for the timid. After conquering an unseen empire, the crime lord wages a daily struggle not only to stay on top but also to stay alive.

     Of course, not every crime lord is bent on corrupting society and making a profit. Some use their criminal connections to wage lucrative guerilla wars against tyrants and despots. Indeed, some of the lesser-known heroes Rebellion began as smugglers or pirates, and eventually rose through the ranks of their organization to provide a more noble direction for their groups’ activities Although some did so to remove an obstacle to making more money, others recognized that ridding the galaxy of the Empire’s evil a more important long-term goal.

     Problematically, crime lords are notoriously bad at cooperating with one another. The head of any given criminal empire has as much to fear from a gang war as he does from internal dissent and ambitious underlings. Even those with altruistic intentions sometimes learn the hard way that their troops are more interested in gaining power and wealth than saving the galaxy from greater evils.

Examples of Crime Lords

Jabba the Hutt, Prince Xizor, Talon Karrde, Ploovo Two-for-One, Davik King, G0-T0

Requirements

To qualify to become an class name, a character must fulfill the following criteria.

Class Rules & Traits

The Crime Lord
Level BAB Class Features
1st +0 Defense bonuses
Talent
2nd +1 Talent
Command Cover +1
3rd +2 Talent
4th +3 Talent
Command Cover +2
5th +3 Talent
6th +4 Talent
Command Cover +3
7th +5 Talent
8th +6 Talent
Command Cover +4
9th +6 Talent
10th +7 Talent
Command Cover +5

Crime lords have the following traits.

Hit Points

At each level, crime lords gain 1d8 hit points + their Constitution modifier.

Force Points

Crime lords gain a number of Force points equal to 6 + one-half their character level (rounded down) at 1st level and every time they gain a new level in this class. Any Force points left over from previous levels are lost.

Defense Bonuses

At 1st level, you gain a +2 class bonus to your Reflex Defense and a +4 class bonus to your Will Defense.

Talents

At 1st level and each level thereafter, you select a talent from any of the following talent trees. You must meet the prerequisites (if any) of the chosen talent. No talent can be selected more than once unless expressly indicated. Click on the links to learn more about a given talent tree or talent.

Talent Tree Talents
Infamy Fear Me, Frighten, Inspire Fear I, Inspire Fear II, Inspire Fear III, Master Manipulator, Notorious, Shared Noteriety, Small Favor, Terrify, Unsavory Reputation
Influence Demand Surrender, Fluster, Improved Weaken Resolve, Intimidating Defense, Presence, Weaken Resolve, Willpower
Mastermind Attract Minion, Attract Superior Minion, Bodyguard I, Bodyguard II, Bodyguard III, Contingency Plan, Impel Ally I, Impel Ally II, Impel Ally III, Inspire Wrath, Master’s Orders, Shelter, Tactical Superiority, Tactical Withdraw, Urgency, Wealth of Allies

Command Cover

Starting at 2nd level, a crime lord can use their allies to shield them from harm. You can gain a +1 cover bonus to your Reflex Defense for each ally that is adjacent to you, up to a maximum bonus equal to one-half your class Level (maximum +5 at 10th level).